using System.Collections;
using System.Collections.Generic;

[System.Serializable]
public class EntityStatic : AbstractStatic {
	/*
	 * Entity sight is a circular area near the entity that will not be occupied by fog of war.
	 */
	public float visibilityEffect = 3; //The unit's ability to extend visibility.
	public float visibilitySuppression = 0; //The entity's ability to suppress its visibility to others.
	
	public int hpMax = 10; //Maximum hitpoints of the entity.
	
	public int spaceMax = 0; //Total space available in the entity for storage of resources or entities which can be expended by move and rest costs.

	//The storage maximums for specific resources. If resource maxes are set, only resources with maximums can be stored. -1 explicitly enables a resource without setting a maximum.
	public Dictionary<Quantifiable,int> quantifiableMaxes = null;


	public float repairRate = 0; //Ratio of purchaseCost required to recover 1 unit of hp for the entity.
}